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Messages - WillLem

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3436
Closed / Re: What made SuperLemmini good could make NeoLemmix great!
« on: October 27, 2019, 09:50:52 PM »
ALSO! I forgot to mention this in the original post, but I much prefer the dark-blue in-game background rather than black. I believe there is an option to create custom backgrounds for individual levels when editing, but it would be good to have this as a basic selectable option in NL itself - dark blue, black, maybe even light blue...?

This has nothing to do with NL itself. The background is determined by the level itself and which tileset it is using. Tilests have different backgrounds as sometimes the standard dark one is working quite poorly with the terrain and/or objects.
So the level designers did in fact chose the background for each level. You would most likely have to edit the level files here.

I've attached a screenshot of the same level opened in NL and SL for comparison - note the difference in background colour. I edited these levels myself, and didn't specify a background colour at all. Are you sure there isn't a default for each engine?


3437
Closed / Re: What made SuperLemmini good could make NeoLemmix great!
« on: October 27, 2019, 09:42:07 PM »
Ah - I think I see where you're coming from regarding the "aspect ratio" of SuperLemmini vs NeoLemmix.

What you're seeing is actually not to do with stretching, but to do with different sources of the graphics - SuperLemmini's appearance is based on Amiga, whereas NeoLemmix's appearance is based on DOS. Indeed, the majority of menu graphics, including the font and the logo, are direct rips from the DOS version of Lemmings. However, there is one change - while both render at a set resolution then scale up, for DOS this resolution is 640x350, whereas for NL it's 640x400. NL does not achieve this by stretching anything; rather, NL adds more space. But yeah - you will notice, if you compare NeoLemmix to DOS Lemmings rather than Amiga, it's pretty much the same as that.

I should note that overall, NeoLemmix's general tendancy when referencing an original engine, is to treat DOS version as the authoritative source. However, there are absolutely some case-by-case exceptions, most notably digger behaviour, and the source of levels used in the conversions of official games (Amiga has highest priority, then DOS is second; beyond that is more or less on a basis of "whatever gets converted first").

Hmmm... fair enough. I grew up with the Amiga version, which is probably why I prefer that look. Maybe something to consider for the hi-res version? Again, I'm happy to do all the work with regards to getting graphics together...

EDIT - I've just had a look at the DOS version, and yes - the logos and everything do appear to be squished horizontally... surely the Amiga verson is better in this particular regard?

3438
Closed / Re: What made SuperLemmini good could make NeoLemmix great!
« on: October 27, 2019, 09:39:47 PM »
ALSO! I forgot to mention this in the original post, but I much prefer the dark-blue in-game background rather than black. I believe there is an option to create custom backgrounds for individual levels when editing, but it would be good to have this as a basic selectable option in NL itself - dark blue, black, maybe even light blue...?

3439
Closed / Re: What made SuperLemmini good could make NeoLemmix great!
« on: October 27, 2019, 09:31:59 PM »
Thanks, that's valuable feedback! :thumbsup:

Quote
- You can double click the release rate to get to 01 or 99 quickly. This is mainly just convenient, but it can also help with certain level solutions as well.

NL has the same thing, but here it's the right mouse button rather than a double click.

You're very welcome :)

Ah yes! Perfect, thanks for letting me know. The only other thing I'd say here then is it'd be nice to have the rate-increase sound from the Amiga game included, if possible.

Quote
  - The control panel has "clickable" buttons, rounded edges and cartoon icons; all of which adds texture and provides a more tactile interface (I'm currently working on one that could be used in the Hi-Res mod, if needs be).

This is a problem you or another user needs to tackle most likely: If a good replacement is made by someone you can simply swap out the default ones with your preferred choice.

Most graphics in NL are swappable/customisable. They just need to be created and be the same size.

Good shout, but I think it'd be nice to upgrade the default panel for everyone as well, or at least have it as an included alternative option just in case people prefer the current look & feel and want to keep it that way.


NL will never use native Windows GUI buttons on this, but I'm open to graphics that simulate such buttons. EDIT: To be clear, this would need to be widely agreed on, not just "one person wants it" - but if that consensus is there, sure, it can be done.

Again, I'm more than happy to look at doing this. I'm currently creating a set of buttons that are similar to the Windows GUI buttons but, IMO, even better, and closer to the slim size of the NeoLemmix buttons. I'll get some examples uploaded soon.

[/quote]
Quote
- The main menu/level screen text & images are in the correct aspect ratio rather than being stretched, as they are in NL. This may seem a minor point to most people, but it just adds to the overall aesthetic when everything is taken into consideration.

NL keeps a consistent aspect ratio, specifically 8:5 (as the internal rendering resolution of the menu screens is 640x400). It stretches it to fill the screen, but keeps it proportional, adding blank space at the sides if need be. There's currently no option to avoid non-integer resizing of these screens; but you could use windowed mode with a window size of 640x400 (or a multiple thereof).

WillLem, can you post some screenshots comparing SuperLemmini and NeoLemmix on above point?  If as namida said NL keeps the stretching proportional to fill screen, then the result should still be in the correct aspect ratio in contradiction to what you say, so I'm a bit confused here. ???

Sure thing, see attached images. Similarly with the panel GUI, I just feel that an overall visual facelift for NeoLemmix should include the main default-view screen looking as great as it possibly can, with little/no adjustments from the end-user (although, of course, the options should still be there).

Quote
- Firstly, and most importantly (to me, at least)... I think it looks great. It's a lot smoother, everything looks more rounded and well-defined, and this just makes for a more enjoyable gaming experience, in my humble opinion. It's great that a Hi-Res facelift for NL is being considered/in production: I am happy to continue providing graphics/help with this wherever I can.

High-res mode is likely to be the "major" feature for V12.8, in the same way eg. the Shimmier was for 12.6. I suspect at first, high-res mode will be limited to the lemming sprites and the official styles, but over time this will expand.

It's great that you're taking all this into consideration btw, and looking to make some adjustments. Really looking forward to seeing how the ideas develop. :thumbsup:

NL currently saves lemmings-saved and time-taken records (but not skill counts). There was discussion of extending this, as well as making it more visible, but nothing has come of that yet - I need to revisit this at some point. They're currently only visible on the postview screen; this could be improved.

If you wanted to go one better than SuperLemmini, have individual skill counts as well as time & % saved. It's possibly a good shout to display the records as part of the F2 level-select screen since there's a lot of unused space on the right hand side, it'd be more than good enough to put the records there.

As always, it's great to be getting feedback from these suggestions. Thanks again!

All best,

-WillLem 8-)

Regarding the attached images:

If you look at the compared level screens for Fun 24 in SL and NL, you can see that the lettering in SL is taller & more like in the original game rather than stretched horizontally, as in the NL example. There is also variation in the text colour, which makes for a more dynamic-looking intro screen.

With the main logo screen examples, it's very clear here that NL stretches the Lemmings logo (as well as the graphics of the Lemmings holding the options cards) quite extensively. I've included a screenshot of the original Amiga screen for comparison. Incidentally, although SL is comparitively closer to the Amiga screen, it doesn't include the original logo (probs for licencing reasons?) and the scroller text is stretched vertically - so, it doesn't get everything right! ;P

IMHO hat's needed is a redesign of the main screen using the Amiga screen as a guide. I offer my services for this task if you'd be happy to make this change. I'll keep it exactly like the original NL screen in every other regard - layout, etc. Let me know if you'd like to me get on this.

3440
Closed / What made SuperLemmini good could make NeoLemmix great!
« on: October 26, 2019, 08:31:40 PM »
OK... I've decided to move on from SuperLemmini. Clearly, it's not very well looked after any more, there are no decent tutorials for how to use it more extensively, create levels packs, etc, and generally speaking, nobody seems to care about it except me!

So, here's what I particularly like about SuperLemmini that, if incorporated into NeoLemmix, may help to improve it:

- Firstly, and most importantly (to me, at least)... I think it looks great. It's a lot smoother, everything looks more rounded and well-defined, and this just makes for a more enjoyable gaming experience, in my humble opinion. It's great that a Hi-Res facelift for NL is being considered/in production: I am happy to continue providing graphics/help with this wherever I can.
  - The control panel has "clickable" buttons, rounded edges and cartoon icons; all of which adds texture and provides a more tactile interface (I'm currently working on one that could be used in the Hi-Res mod, if needs be).
  - The main menu/level screen text & images are in the correct aspect ratio rather than being stretched, as they are in NL. This may seem a minor point to most people, but it just adds to the overall aesthetic when everything is taken into consideration.

- You can double click the release rate to get to 01 or 99 quickly. This is mainly just convenient, but it can also help with certain level solutions as well.

- The level selection window automatically saves level stats upon successful completion of a level, which is great for reviewing/trying to beat your time/skill count/% saved etc.

All of this said, there are some things about NeoLemmix which are wayyy better than SuperLemmini, and here they are (I like to give a balanced view of things wherever possible :)):

- Being able to frame-step forwards and backwards, and hotkey these actions - VERY nice!

- Savestates and replays more integral/accessible, which can be of help.

- Being able to view the trigger points in-game.

- Knowing exactly which Lemming is being selected, and being able to see which ones have had climber/floater skills assigned to them.

- The emphasis on tactics rather than technique is quite refreshing; the guide lines for builders, diggers, etc are very handy.

Thoughts? Discussion? Agreements/disagreements?

-WillLem 8-)

3441
Lemmini / Re: How to create a level pack in SuperLemmini?
« on: October 26, 2019, 08:24:48 PM »
Hmmmmm.... I edited the levels in .lvl format, so I don't think I can compile them as a .ini SuperLemmini level pack :(



Congratulations! You've found my first hidden level (see attached) 8-) :lemcat:

3442
In Development / Re: Coming Soon: Oh No! More Reverse Lemmings by WillLem
« on: October 26, 2019, 05:44:31 PM »
Nice to hear! :thumbsup:

Final advice from me for reverse levels would be to rely as little as possible on builder heavy levels and unnessesary time limits. Only use timers when they are needed to enforce a certain quick solution or block certain backroutes.

Thanks for the advice. I can assure you, I have endeavoured not to overuse skills or repeat solution types too many times. And yes, I only use timers when absolutely necessary to keep the level solution as challenging as possible.

It's ready now anyways (see main post). I'd be very interested to know what you think! :thumbsup:

3443
Challenges / Re: Challenges board: How it works
« on: October 26, 2019, 05:41:10 PM »
Thanks for the clarification on these points. I'm guessing that NeoLemmix is not an acceptable engine for challenges due to its precision capabilities (timestepping, etc)...?

3444
In Development / Re: Coming Soon: Oh No! More Reverse Lemmings by WillLem
« on: October 25, 2019, 11:23:55 AM »
Success! I've re-installed NL 12.6.5 and Editor 1.14 and the editor can now open my levels. Currently converting them all to .nxlv and editing the sizes, as suggested! (EDIT - this is soooo much easier than the old editor!!! - I hope the PackToolKit gets an update as well ;))

Thanks for your help and patience guys.

Oh No! More Reverse Lemmings COMING SOOOOON!!!!! :thumbsup: :thumbsup: :thumbsup:

-WillLem 8-)

3445
In Development / Re: Coming Soon: Oh No! More Reverse Lemmings by WillLem
« on: October 24, 2019, 11:16:30 PM »
Ok, I've attached a video of me opening an .lvl level with the editor now.

For record I use the V12.6.5 editor (https://www.lemmingsforums.net/index.php?topic=4339.0) and NOT the one of the experimental release candidate V.12.7.0-RC (https://www.lemmingsforums.net/index.php?topic=4444.0), as V.12.7.0-RC is still in experimental testing. BTW, as I read this question popping up: Cleanse levels is F8 on the main menu there.
 

Thanks for this, I have attached a video of it not working for me. Literally no idea what I'm doing wrong. I've also attached one of the levels, are you happy to see if you can open it and let me know either way?

I tried F8 from the main manu and located the newly created "Cleanse" folder, but my levels aren't in there. I've asked about this on the other topic for now.

Cheers,

-WillLem :)

3446
In Development / Re: Coming Soon: Oh No! More Reverse Lemmings by WillLem
« on: October 24, 2019, 10:47:47 PM »
Quote
So... old .lvl levels can be converted using the new NL Editor? I have the latest version and can't use it to open .lvl files. Hence all of this, really. It seems I have to use older software to make the necessary conversions.

If you know of a way to convert them using the new Editor, please let me know!

Well, that's what was said quite a few times in various topics. :P   It can open .lvl but can only save in .nxlv.

Just open the .lvl file, it's as simple as that. Just have it search for .lvl files indeat of .nxlv files while searching for the levels. There might be a few inaccuracies though, double check the level afterwards it might need minor adjustments.

I wish I could! It isn't opening the .lvl files, unfortunately... no idea why, I'm not using any custom graphics or anything.

All this because I prefer the SuperLemmini interface to NeoLemmix :forehead slap:

I promise, as soon as all of this is sorted I'll get all up to date and stop using the older formats to create stuff!

3447
In Development / Re: Coming Soon: Oh No! More Reverse Lemmings by WillLem
« on: October 24, 2019, 10:27:46 PM »
".lvl" levels: Format used for Lemmix and very old NL versions. Can be converted to the newest ".nxlvl" format with the newest NL editor (not to ".ini").

So... old .lvl levels can be converted using the new NL Editor? I have the latest version and can't use it to open .lvl files. Hence all of this, really. It seems I have to use older software to make the necessary conversions (totally my fault for insisting on playtesting using SuperLemmini).

If you know of a way to convert them using the new Editor, please let me know!

3448
In Development / Re: Coming Soon: Oh No! More Reverse Lemmings by WillLem
« on: October 24, 2019, 09:51:25 PM »
Well, the obvious thing would be removing the ".txt" in the file names. For example my packs simply have "info.nxmi". Again, I advice to use existing packs as blueprints.

Also, even though namida stated that it's outdated, I personally still use the PackToolkit to create packs as I just find it much easier and quicker to use than to write files. I attached my version of this.

EDIT: Be careful saving with the toolkit -- it deletes and re-writes everything new inside a pack folder!



Titles don't show up for LVL files in the level select menu. I'm not going to bother to fix that as it doesn't actually interfere with playing or converting them, and support for them is going to be dropped altogether in the near-ish future anyway (as in, about 9 - 10 months from now).

LVL files are a very outdated format and should not be used - you should use one of the methods I outlined in your other topic to convert them to the current NXLV format. Support is there to allow people to get older content converted; it's not intended for the purpose of continuing to use old formats for new content for any reason.

OK, thanks. I'll get on this ASAP, I think this is going to make everything a lot easier. Convert to .nxlv and use the toolkit (which is very friendly btw).

I won't post any more questions until I've done this. Feel free to delete old irrelevant posts.

Cheers,

-WillLem 8-)

3449
In Development / Re: Coming Soon: Oh No! More Reverse Lemmings by WillLem
« on: October 24, 2019, 09:48:35 PM »
You flatter me. When I look back at Reverse Lemmings, I see a lot of not-so-great levels. :P

I thoroughly enjoyed playing through them, it's a great concept and a fun way to enjoy a loved & treasured game in a new and interesting way. Hats off to you!

Whilst you're here... I'm trying to get the levels compiled so that they open as a pack in SuperLemmini. I am using your levelpack.ini for Reverse Lemmings as a blueprint and there's a few things I'm not sure about:

- what exactly does the <#path = lvl_reve> line refer to?
- is the <codeSeed = MIRRORMODE> line necessary?
- similarly, are the first few lines referring to web addresses necessary?
- for levels, just wondering what exactly is being referred to in the following line:

# Level 0 - Fun
# Fun 1 -  Just dig!
fun_0  = 101 - Just Dig!.ini,0

Finally, are the .ini files for each level necessary or can I just include the .lvl files? Or... can .lvl be converted to .ini?

I could really do with some tips on how to get your head around this. If you're happy to answer these questions it would be a massive help!

I've attached the levels.ini file for easy reference.

Cheers,

-WillLem 8-)

3450
In Development / Coming Soon: Oh No! More Reverse Lemmings by WillLem
« on: October 24, 2019, 09:10:00 PM »
COMING SOON! A sequel to Colorful Arty's awesome Reverse Lemmings!

Based on Oh No! More Lemmings, the concept is simple - each level has exactly the same layout as the original game, but the entrance and exit have been swapped!

In most cases, this leads to a completely different level solution. The skillsets have been adapted accordingly and, in some cases, aspects of the level have been slightly adjusted to make the level possible the other way around.

I aimed for this to be as clever and difficult as the original, and even went so far as to try to incorporate solutions which allude to the names of the levels. For example, Havoc's Welcome to the party, pal! features a solution which requires two Lemmings working together, etc...

I've finally finished editing all of the levels and I'm now as completely happy as I can be with this level pack! :thumbsup: :laugh:

I need some help, however. Whilst my Lemmings playing and design skills are good enough to have created the levels in the first place, I could do with some guidance getting the pack to work in NeoLemmix.

So far, I can get the levels to appear in the NL directory, and even in their relevant subgroups. However, the subgroups are named 1 - Tame, 2 - Crazy, 3 - Wild, etc and the level names don't appear at all. Furthermore, they're all in the wrong order...

I followed Namida's instructions (https://www.lemmingsforums.net/index.php?topic=4335.msg77545#msg77545) to the letter but I'm not getting a title screen or level names. Also, the music seems to have a mind of its own and is just playing the standard Lemmings rotation rather than the Oh No! music.

I have attached my levels.nxml, music.nxml and info.nxml files plus an example of a levels.nxml file from the 1 - Tame subfolder (all other subfolders contain a similar file) - are there any errors here? Also attached a screenshot of what I'm seeing in NeoLemmix.

Can't wait to get this pack shared!

Thanks for your help,

-WillLem 8-)

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